Game program, game apparatus, and method of controlling game apparatus

ABSTRACT

A game program configured to cause a game apparatus to operate to implement as: a means that generates an image simulating a dealer and a play field; a means for determining a bet number of a particular gaming value; a means that executes a gambling type game in which a predetermined number of gaming values have been bet between the player and the dealer when input information on the bet number has been provided; a means for giving a chip to the dealer; a means that stores the chips corresponding to the dealer in association with each other, based on the input information; a means that determines a favorable-impression rank corresponding to the stored chip and controls a behavior of the dealer in response to the rank; and a means that pays back a gaming value when it is judged that the player has won in the gambling type game.

TECHNICAL FIELD

The present invention relates to a game apparatus in which a dealerobject controlled by a computer and a player play a game while facingeach other. In particular, the present invention relates to a gameapparatus in which a player bets gaming values, such as a predeterminednumber of tokens, executes a gambling type game in which a predeterminedwinning combination is established, and if the player has won the game,gaming values are paid back at a predetermined number or more.

BACKGROUND ART

Game apparatuses in which a dealer object controlled by a computer and aplayer play a game while facing each other are known where apredetermined winning combination is established, and if the player haswon the game, gaming values are paid back at a predetermined number ormore. Such apparatuses include that where a game rule is changedaccording to the number of bets (see Patent Document 1, for example) andthat in which the content of a dealer image is changed according to thenumber of bets placed, for example, the degrees of surprise of thedealer's facial expression and actions are gradually increased accordingto the number of bets placed (or the amount of the bets placed), forexample (see Patent Document 2).

Patent Document 1: Japanese Laid-open Patent Application Publication No.6-296753

Patent Document 2: Japanese Laid-open Patent Application Publication No.2007-75346

SUMMARY OF THE INVENTION (Problem(s) to Be Solved by the Invention)

In the conventional game apparatus described above, the contents of agame are changed according to the number of bets placed, so that aplayer can enjoy additional game contents which are responsive to thenumber of bets placed over and above those required for the bettingpayment which is made according to the number of bets placed. However,the game contents are changed according to the number of bets that aredirectly relevant to a payment, so that, when the game is over, thenumber of bets to be placed is returned to a default setting. Therefore,in the case where a game is repeatedly played, a player needs to bet aparticular gaming value of which the number is greater than or equal tothat of the previous (gaming value) bet every time.

In addition, Patent Document 1 discloses a means for changing a gamerule to that in which the greater the number of bets is, the greater theadvantage obtained by the player placing the bets. However, the gameapparatus provided with that means is applicable only to single player.Therefore, in the case where this game apparatus is applied to that inwhich a plurality of players can play a game, for example, assuming thata player who makes a wager for the greatest number of bets is defined asplayer A, it is thought that only player A gains an advantage from thegame rule; other players become disadvantaged by the game rule as longas they play a game with player A, or as long as they do not make awager with a bet of which the number is greater than or equal to that ofplayer A. Conversely, Patent Document 2 describes a scenario where thedealer object controlled by a computer is compatible with a plurality ofplayers. However, the facial expression or action of the dealer objecton the screen merely changes according to the number of bets placed byeach player. For example, there is no event where the game contents arechanged according to a player who has bet the most among the pluralityof players playing the game. In addition, the game is thought to bemonotonous because only the facial expression of the dealer changes,irrespective of the number of bets a player has placed.

The present invention has been developed in order to solve the problemsdescribed above. It is a primary object of the present invention toprovide a game apparatus in which a player can favorably conduct a gameaccording to the number of chips played that are not directly relevantto the game payment required to enter the game and which allows theplayer to maintain their wish to continuously play a game. It is afurther object of the present invention to provide a game apparatus inwhich a dealer object can be changed to a different dealer object and,in the case where a plurality of players have participated in a gamewith a dealer object, each of the players can favorably conduct a gamein accordance with the amount of chips paid to the dealer object.

(Means for Solving the Problem(s))

The present invention relates to a game program, a game apparatus, and amethod of controlling said game apparatus,

and with respect to the game program, the above-described object of thepresent invention is achieved by a game program embodied on acomputer-readable information storage medium for a game apparatuscomprising a control part, a storage part and an operating part operatedby a player, wherein said game program configured to cause said gameapparatus to operate to implement as: a first means that generates animage simulating a dealer and a play field; a second means fordetermining a bet number of a particular gaming value; a third meansthat executes a gambling type game in which a predetermined number ofgaming values have been bet between the player and the dealer when inputinformation on the bet number has been provided from the second means; afourth means for giving a chip to the dealer (or the banker); a fifthmeans that stores the chips corresponding to the dealer in associationwith each other, based on the input information from the fourth means; asixth means that determines a favorable-impression rank corresponding tothe stored chips and controls a behavior of the dealer in response tothe rank; and a seventh means that pays back a gaming value when it isjudged that the player has won in the gambling type game.

Alternatively, the above-described object of the present invention isachieved by a game program embodied on a computer-readable informationstorage medium for a game apparatus comprising a control part, a storagepart and an operating part operated by a plurality of players, whereinsaid game program configured to cause said each operating part tooperate to implement as: a bet number determining means for determininga bet number of a particular gaming value; and a chip giving means forgiving a chip to a dealer; and further wherein said game programconfigured to cause said control part to operate to implement as: afirst means that generates an image simulating the dealer and playfield; a second means that executes a gambling type game in which apredetermined number of gaming values have been bet between the playerand the dealer when input information on a bet number has been providedfrom any said bet determining means; a third means that stores theoperating part corresponding to the chip giving means and the chipscorresponding to the dealer in association with each other when inputinformation has been provided from any said chip giving means; a fourthmeans that references a favorable-impression rank corresponding to thechips stored in the chip information storage means and controls abehavior of the dealer in response to the rank; and a fifth means thatpays back a gaming value to each of the players when it is judged thatany of the players have won in the gambling type game.

Further, the above-described object of the present invention is achievedmore effectively by the game program, wherein the dealer is made up of aplurality of dealers, and the game program configured to cause saidcontrol part to operate to implement as: a sixth means that changes oneof the plurality of dealers to another dealer when a predeterminedperiod of time has elapsed.

Further, the above-described object of the present invention is achievedmore effectively by the game program, wherein said third means isfurther made to function as a seventh means that maintains storage ofthe chip information until at least one of the dealers is displayed on adisplay means after one dealer has been changed to another dealer.

Further, the above-described object of the present invention is achievedmore effectively by the game program, wherein the sixth means is made upof a favorable-impression table indicative of a correlation between thechips given from the chip giving means, the favorable-impression rankcorresponding to the chips, and behavior control of the dealer, andwherein an operation of the dealer is controlled based on thefavorable-impression table.

In addition, with respect to a game apparatus, the above-describedobject of the present invention is achieved by a game apparatus thatcomprises a control part, a storage part, and an operating part operatedby a player, said game apparatus further comprising: a first means thatgenerates an image simulating a dealer and a play field (a virtual playspace); a second means for determining a bet number of a particulargaming value; a third means that executes a gambling type game in whicha predetermined number of gaming values have been bet between the playerand the dealer when input information on the bet number has beenprovided from the second means; a fourth means for giving a chip to thedealer; a fifth means that stores the chips corresponding to the dealerin association with each other, based on the input information from thefourth means; a sixth means that determines a favorable-impression rankcorresponding to the stored chips and controls a behavior of the dealerin response to the rank; and a seventh means that pays back a gamingvalue when it is judged that the player has won in the gambling typegame.

Alternatively, the above-described object of the present invention isachieved by a game apparatus that comprises a control part, a storagepart, and an operating part operated by a player, each of said operationparts having: a bet number determining means for determining a betnumber of a particular gaming value; and a chip giving means for givinga chip to a dealer, said control part having: a first means thatgenerates an image simulating the dealer and play field; a second meansthat executes a gambling type game in which a predetermined number ofgaming values have been bet between the player and the dealer when inputinformation on a bet number has been provided from any said betdetermining means; a third means that stores the operating partcorresponding to the chip giving means and the chips corresponding tothe dealer in association with each other when input information hasbeen provided from any said chip giving means; a fourth means thatreferences a favorable-impression rank corresponding to the chips storedin the chip information storage means and controls a behavior of thedealer in response to the rank; and a fifth means that pays back agaming value to each of the players when it is judged that any of theplayers have won in the gambling type game.

In addition, with respect to a game apparatus control method, the aboveobject of the present invention is achieved by a control method ofcontrolling a game apparatus that comprises a control part, a storagepart, and an operating part operated by a player, said method causingthe game apparatus to execute the steps of: a first means generating animage simulating a dealer and a play field (a virtual play space); asecond means determining a bet number of a particular gaming value; athird means executing a gambling type game in which a predeterminednumber of gaming values have been bet between the player and the dealerwhen input information on the bet number has been provided from thesecond means; a fourth means giving a chip to the dealer; a fifth meansstoring the chips corresponding to the dealer in association with eachother, based on the input information from the fourth means; a sixthmeans determining a favorable-impression rank corresponding to thestored chip and controlling a behavior of the dealer in response to therank; and a seventh means paying back a gaming value when it is judgedthat the player has won in the gambling type game.

Alternatively, the above-described object of the present invention isachieved by a method for controlling a game apparatus comprising acontrol part, a storage part and a plurality of operating parts operatedby each of a plurality of players, wherein each of operating parts iscontrolled to implement as: a bet number determining means determining abet number of a particular gaming value; and a chip giving means givinga chip to a dealer; and further, said control part is controlled toimplement as: a first means generating an image simulating the dealerand play field; a second means executing a gambling type game in which apredetermined number of gaming values have been bet between the playerand the dealer when input information on a bet number has been providedfrom any said bet determining means; a third means storing the operatingpart corresponding to the chip giving means and the chips correspondingto the dealer in association with each other when input information hasbeen provided from any said chip giving means; a fourth meansreferencing a favorable-impression rank corresponding to the chipsstored in the chip information storage means and controlling a behaviorof the dealer in response to the rank; and a fifth means paying back agaming value to each of the players when it is judged that any of theplayers have won in the gambling type game.

ADVANTAGEOUS EFFECT OF THE INVENTION

According to the present invention, in response to the number of chipsplayed that are not directly relevant to a game payment required toenter or maintain the game, a action of a dealer object is changed sothat the game provides an advantage to the player that pays those extrachips. Therefore, the player can advantageously influence a game bygiving chips to a dealer object at any point without those chips beingrelevant to the betting gaming values at that point in time. Inaddition, the action of the dealer object is changed in a stepwisemanner, thus making it possible to conduct a game more advantageously asmore chips are paid to the dealer object.

In addition, even if the bet number of game values is paid back afterone game has terminated, the number of chips stored in a storage part isnot initialized. Thus, the player does not need to give chips of whichthe number is the same as that required in a previous game in order torestore the current state to that which is identical to the previousstate in the next game. Therefore, the player can maintain theirmotivation to continuously play a game. In addition, in the case whereit is judged that a predetermined period of time has elapsed, a dealerobject may be changed to another dealer object. Thus, in the case wherea plurality of players have participated in a game with a particulardealer object, each of the players can advantageously conduct the gamein response to an amount of chips that each player has paid to thatdealer object. Further, the number (total number) of chips paid to eachof the dealer objects is stored in association with a particularplayer's operating part. Thus, a variety of effects or games can becarried out which include changing the dealer object's actions or facialexpression in response to a player who gives more chips to one dealerobject, or executing a game which is responsive to dealer objects havingdifferent characteristics.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view showing one example of the exteriorconfiguration of a game apparatus according to the present invention;

FIG. 2 is a schematic view showing one example of the configuration of atable part in the game apparatus shown in FIG. 1;

FIG. 3 is a schematic view showing one example of the configuration ofan operating part in the game apparatus shown in FIG. 1;

FIG. 4 is a view showing one example of a display image in the gameapparatus according to the present invention;

FIG. 5 is a block diagram depicting one example of a configuration ofessential parts in the game apparatus according to the presentinvention;

FIG. 6 is a block diagram depicting one example of a configuration of acontrol part in the game apparatus according to the present invention;

FIG. 7 is a functional block diagram depicting one example of aconfiguration of essential parts in a game control means according tothe present invention;

FIG. 8 is a view showing examples of dealer objects according to thepresent invention;

FIG. 9 is a schematic view for explaining the function of customizing adealer object according to the present invention;

FIG. 10 is a view showing one example of the configuration of afavorable-impression level table according to the present invention;

FIG. 11 is a schematic view showing a method of changing a dealer objectin the game apparatus according to the present invention and a mode ofexchanging chips between each player and each dealer object;

FIG. 12 is a schematic view showing an example of a method of storingchip information in the present invention;

FIG. 13 is a flowchart for explaining one example of the operation ofthe game apparatus according to the present invention;

FIG. 14 is a schematic view for explaining a specific example of theeffect processing of the game apparatus according to the presentinvention;

FIG. 15 is a partial view of the flowchart shown in FIG. 13;

FIG. 16 is a schematic view showing examples of sub-games according tothe present invention; and FIG. 17 is a block diagram depicting anotherexample of a configuration of the game apparatus according to thepresent invention.

EXPLANATION OF REFERENCE NUMERALS

-   1 Erected part-   1A Lamp-   2 Table part-   2A Coin payout portion-   3 (3A to 3D) Dealer objects (or Banker objects)-   4 Field (Virtual play space) image-   5A Coin image-   5B Chip image-   6 Card image-   7 (7A to 7E) Players-   8 Chip information-   9 Dealer object data (Banker object data)-   10 Table display part (second display part)-   20 Operating part-   20 a Coin processing part-   20 b Voice output part-   20A Control panel-   21 Game button-   22 Coin entry part-   23 Bet unit-   24 Chip button-   25 Armrest-   30 Control part-   30A Main control part-   30B Sub control part-   31 Main CPU (Central Processing Unit)-   32 ROM (Read Only Memory)-   33 RAM (Random Access Memory)-   34 Image processing circuit-   34 a GPU (Graphics Processing Unit)-   34 b Graphic memory-   35 Voice processing circuit (audio control circuit)-   35 a Echo processing unit (sound CPU)-   35 b Sound memory-   36 Interface circuit-   37 Wireless communication part-   40 External storage medium-   50 Game control part (game control means)-   51 Game execution control means-   52 Dealer object (Banker object) operation control means-   53 Dealer object (Banker object) change means-   54 Effect processing means-   55 Chip information storage means-   56 High favorable-impression rank determining means-   57 Gaming value payout means-   100 Game apparatus-   110 Dealer (Banker) display part (first display part)-   111 Main voice output part-   120 Terminal

DESCRIPTION OF EMBODIMENTS

Hereinafter, preferred embodiments of the present invention will bedescribed with reference to the accompanying drawings.

FIG. 1 is a perspective view showing one example of the exteriorconfiguration of a game apparatus according to the present invention. Agame apparatus 100 shown in FIG. 1 is a gambling type game apparatus inwhich a dealer object or a banker object controlled by a computer and aplayer play a game while facing each other. In particular, thisapparatus is preferably applied as a betting game apparatus of a type inwhich a player competes against a dealer object (or a banker object)while the player bets gaming values such as tokens in a card game (suchas blackjack, baccarat, or poker).

In FIG. 1, a dealer display part (hereinafter, referred to as a “firstdisplay part”) 110 that displays a dealer object (or a banker object) 3or its background image is located at an erected part 1 at the back sideas viewed by a player while a display surface thereof is perpendicularto a ground surface, and an illumination lamp 1A or the like that emitsbright color-based light is disposed upwardly thereof At the front sideof the erected part 1, a table part 2 (table-shaped cabinet) thatprotrudes in a horizontal direction from the lower end of the firstdisplay part 110 is provided integrally with the first display part 110.At the table part 2, a table display part (hereinafter, referred to as a“second display part) 10 that displays an image indicative of a playfield (The term “a play field” used herein denotes “a virtual playspace”) of each player, or a gaming state and the like, and an operatingpart 20 that each player operates at are arranged adjacently so that atable surface is formed from the display surface and the operatingsurface. The game apparatus 100 in the present example is provided with:five terminals 120 having the operating part 20 configured so that amaximum of five players can participate in a gambling game with a dealerobject (or a banker object), and a coin payout portion 2A which isprovided in a location downward of the operating part 20 in each of theterminals.

In the present embodiment, a projector of a rear projection type DLP(Digital Light Processing) (DLP: Registered trademark of US TexasInstruments Co., Ltd.) system for projecting and displaying an image ona screen surface is employed for the first display part 110, and a LCD(Liquid Crystal Display) is employed for the second display part 10. Inaddition, for the sizes of the display areas of the display parts, thefirst display part 110 is in the order of 62 inches, and the seconddisplay part 10 is in the order of 52 inches.

While, in the present embodiment, a DLP or an LCD is employed for thedisplay parts, respectively, each of the display parts may be made up ofa general display device such as a CRT (Cathode Ray Tube), an EL(Electronic Luminescence) display, or a PDP (Plasma Display Panel)without being limited thereto.

FIG. 2 shows a configuration of the table part 2 of the game apparatusshown in FIG. 1, and the table part 2, as shown in FIG. 2, is made upof: a plurality of operating parts 20 at which operating surfaces, eachformed in a substantially trapezoidal shape, are arranged in a ringshape (operating panels of the terminals 120(a) to 120(e)); and a seconddisplay part 10 having a substantially arc-shaped display surface thatis continuously provided at one end of the operating surface of each ofthe operating parts 20. The level of the table part 2 is defined to beat a level low enough such that a player can comfortably play a gamewhile his or her feet are placed on the ground when said player hastaken a seat. In addition, the width of each of the operating parts 20is formed at a width W (in the order of 65 cm in the present example) toan extent such that a personal space for each of the players can beallocated.

In the present embodiment, a field image 4 simulating the play field ofa casino table is displayed on the table surface (second display part 10shown in FIG. 2), and FIG. 2 shows an example displaying the field image4 in a card game on the second display part 10.

Next, one possible configuration of the operating part 20 used in thegame apparatus of the present invention will be described.

The game apparatus according to the present invention is directed to agame apparatus having a function of executing a gambling type game inwhich: a player executes a card game while betting gaming values of apredetermined number or more against a dealer object or a banker object(dealer object (or banker object) 3 being projected and displayed on thefirst display part 110 shown in FIG. 1); a predetermined winningcombination in that particular card game is established; and the gamingvalues of the betting numbers, in the case where the player has won thegame, are paid back, wherein at each of the operating parts 20 interminals 120(a) to 120(e), a chip giving means for giving chips to adealer object (or banker object) 3 is provided that is separate from abet number determining means for determining the number of bets of aparticular gaming value.

FIG. 3 shows an example of the control panel 20A that includes theconfigured operating parts 20 in the game apparatus shown in FIG. 1. InFIG. 3, on the control panel 20A, there are provided: a game button 21having a plurality of button switches; a coin entry part 22 having acredit display part and a coin entry slot; a betting unit 23 used as abet number determining means; a chip button 24 used as a chip givingmeans; and an armrest 25 having a space for placing a player's arm.

The button switches of the game button 21 are allocated as operatingbuttons for supplying instructions, i.e., “Hit” for adding one card,“Stand” for establishing a player's own hand without drawing a card;“Split” that is capable of adding an amount of money equal to that of abet in the case where the first two cards are of the same number, andthen, competing with each other while dividing their hands two ways; and“Double down” for drawing only one card while doubling a bet.

At the coin entry part 22, there are provided: a coin entry slot forinserting coins as gaming values (such as tokens, chips, or any othercoin-like gaming values, with virtual gaming values also beingacceptable); and a credit display part for displaying the number ofgaming values (credit values) after counting the number of gaming valuesinserted from the coin entry slot and for storing a credit value that isresponsive to the number of gaming values inserted.

The betting unit 23 is provided with a jog dial, a bet button, and a betnumber display part, and is configured so that when a player turns thejog dial, a numerical value increasing or decreasing according to itsrotational direction is displayed on the bet number display part, andunless the jog dial has been turned again, its display value ismaintained. When the bet button is pressed, the gaming values of the betnumber displayed on the bet number display part of the betting unit 23(hereinafter, merely referred to as a “bet number”) are subtracted fromthe credit values displayed on the credit display part of the coin entrypart 22, and the betting money to be used in that game is then bet. Inthe next game, by merely pressing the bet button, the gaming values ofthe same number as bet in the previous game (bet number set by the jogdial) are bet. While a gaming value to be bet as betting money maygenerally be a “chip”, in the present embodiment, the gaming value to bearbitrarily given from a player to a dealer object (or a banker object)is referred to as a “chip”, and is separate from the money used forbetting.

The gaming value bet by the operation of the betting unit 23, as shownin FIG. 4, is displayed as a coin image 5A simulating the number ofcoins which have been bet, for example, on an image of the field image4. In the present example, the coin image 5A is displayed on an imageindicative of a bet spot part on a play field (a virtual play space). Onthe field image 4, apart from the coin image 5A or a card image 6, animage is displayed indicating how card objects are arranged on a tableby the hands of a dealer object (or a banker object) or an imageindicating how chips are moved on a table when a player gives chips tothe dealer object (or the banker object).

The chip button 24 shown: in FIG. 3 is a button to be operated when theplayer gives chips to the dealer object (or the banker object), and thechips drawn from the stored credit value are delivered to the currentdealer object (or the current banker object) 3 displayed on the displaypart 110 shown in FIG, 1. Although described later in detail, in thepresent embodiment, the action of a dealer object (or a banker object)is changed in a stepwise manner in accordance with the number of chipsso that the greater the number of chip entries to a dealer object (or abanker object) there is, the greater the advantage obtained by theplayer giving the chips.

The armrest 25 shown in FIG. 3 is made up of a transparent plate and aframe body made of a hard transparent member so that the coin payoutslot at the downward rear side of the transparent plate can be visuallyobserved.

Next, the interior configuration of the game apparatus of the presentinvention will be described.

FIG. 5 is a block diagram depicting an example of one configuration ofthe essential parts of the game apparatus 100 shown in FIG. 1. In FIG.5, this game apparatus is provided with: a control part 30 that is madeup of a main control part 30A and a sub control part 30B; a firstdisplay part 110 for displaying an image of a dealer object or the like;a main voice output part 111 for outputting a voice or a sound effect ofa dealer object(or a banker object); a second voice output part 10 fordisplaying an image or the gaming state of a play field (a virtual playspace); and a plurality of terminal (terminal devices) 120. Each of theterminals 120 is provided with: the operating parts 20 mentionedpreviously; a coin processing part 20 a made up of a coin selector and acoin hopper; and a voice output part 20 b made up of a plurality ofspeakers or the like. In the present embodiment, each of the terminals120 and the second display part 10 are controlled by means of the maincontrol part 30, and the first display part 110 and the main voiceoutput part 111 are controlled by means of the sub control part 30B.

FIG. 6 is a block diagram depicting an example of one hardwareconfiguration of the control part 30. Hereinafter, a description will begiven by way of example in which the main control part 30A and the subcontrol part 30B are configured as one control part 30.

In FIG. 6, the control part 30 of the game apparatus is provided with: amain CPU (Central Processing Unit) 31; a ROM (Read Only Memory) 32 and aRAM (Random Access Memory) 33 that serve as the main storage means; animage processing circuit 34 that generates an image signal output to thedisplay part 110 based on image information generated by means of a gameprogram; a voice processing circuit 35 that generates a voice signaloutput to a main voice output part (main speaker) 111; and an I/F(interface) circuit 36 that serves as an input/output control means, andthese elements are connected via a bus.

The ROM 32 is a readout memory that stores basic software such as aprogram for starting up the game apparatus, and the RAM 33 is arewritable volatile or nonvolatile memory for providing to the main CPU31 an area or the like for temporarily recording data being processed.In the present embodiment, these storage devices temporarily store:count information regarding bet game values; count information regardingchips delivered to a dealer object (or a banker object) (chipinformation will be described later); dealer object (banker object)information (such as data on each dealer object (or banker object)); andcontrol information or the like relating to controlling the progress ofa game.

The image processing circuit 34 is made up of: a GPU (Graphic ProcessingUnit) 34 a that operates in response to an instruction from the CPU 31;and a graphic memory (VRAM: Video Random Access Memory in this example)34 b or the like. This circuit carries out coordinate conversionprocessing from a three-dimensional coordinate to a two-dimensionalcoordinate or rendering processing based on image information(information such as a polygon object modeled in a three-dimensionalvirtual space, a virtual light source, or a virtual camera) that isgenerated in accordance with a game program (causing a computer of thegame apparatus to function as a game control means). In addition, thiscircuit carries out a process causing the first display part 110 todisplay a game image (dealer object (or banker object) image in thepresent embodiment) and causing the second display part 10 to display aplay field (a virtual play space) image and a bet-coin image.

In the case of a game apparatus that is not provided with an auxiliaryprocessor for three-dimensional graphic processing, such as the GPU or arendering processor, the game program causes the control part to executethe coordinate conversion processing and rendering processing asdescribed above.

The voice processing circuit 35 is made up of equipment such as an echoprocessing unit 35 a and a sound memory 35 b. This circuit carries outthe process of generating voice data such as a sound effect and outputsa voice signal, based on the voice information generated in accordancewith the game program that causes the CPU 31 to function as a voiceinformation generating means.

The interface circuit 36 for the input/output devices is provided withinterface circuits with peripheral devices such as a DLP 110, an LCD 10,a main voice output part 111, various devices at the side of theterminal 120 (such as an operating switch, a jog dial, a display device,a hopper, a coin selector, and a speaker in the present example), and areader/writer of an external storage medium 40. The devices at the sideof the terminal 120 are connected to each other via terminal controlparts (such as control parts that control terminal devices on a two bytwo basis, for example), although these are not shown in the presentexample.

While a disk-shaped external storage medium, for example, is used as aninformation storage medium that stores game software (such as a gameprogram and control data), according to the present invention, anycomputer-readable information storage medium can be employed and thepresent invention is not limited to an external storage medium. Inaddition, in the case where game software is downloaded via a network toa RAM or another internal storage medium incorporated in the main bodyof the game apparatus, there is no requirement for the external storagemedium 40 and associated reader/writer shown in FIG. 6.

The program for implementing the game apparatus according to the presentinvention is a program that causes the control part 30 of the gameapparatus, as described above, to function as a game control means andis made up of, for example, a functional subroutine.

FIG. 7 is a functional block diagram showing an example of oneconfiguration of the essential parts of a game control means(hereinafter, referred to as a “game control part”) according to thepresent invention. Means 51 to 57 shown in FIG. 6 are implemented inaccordance with a computer program controlled by means of the CPU of thecontrol part 30 of the present embodiment, and these means are stored ina predetermined storage medium that is computer-readable. When thisprogram is executed, it functions as a memory resident program or anoverlay program. In addition, means 51 to 57 are functionally classifiedby assigning means names, for the sake of clarity, however, it should beappreciated that these names do not denote a software configuration.Further, the means relevant to the dealer object (or the banker object)control is mainly shown herein, and general means such as a coinprocessing means or an image processing means are not described in thisinstance.

In FIG. 7, a game control part 50 is provided with: a game executioncontrol means 51 that controls the entire processing of a game under thecontrol of the CPU 31 shown in FIG. 6; a dealer object(or a bankerobject) operation control means 52 that controls an operation of adealer object (or a banker object) relative to each player; a dealerobject (or a banker object) change means 53 that carries out a processof changing a dealer object (or a banker object) in response to anelapsed period of time of a game; an effect processing means 54 thatcarries out a variety of effects with the use of a video image and soundeffects or illumination and the like; a chip information storage means55 that stores information on chips delivered from a player to a dealerobject (or a banker object) by means of operation of a chip giving meansprovided at the operating part 20; a favorable-impression rankdetermining means 56 that determines the favorable impression(favorable-impression rank) of a dealer object (or a banker object)relative to a player; and a gaming value payout means 57 that pays out agaming value to a player in response to a game outcome.

The dealer object (or The banker object) operation control means 52carries out a process of changing an action of a dealer object (or abanker object) or the like in a stepwise manner so that a game beingplayed by the player is advantageously conducted in response to thenumber (amount) of chips that the player gives to a dealer object(or abanker object). The term “action” used herein denotes an operationrelevant to a game winner or loser or an operation that is beneficial toa player as a game outcome, such as the operation of giving advice to aplayer so that a game becomes favorable. In addition, the action of adealer object (or a banker object) includes words of gratitude or facialchanges of the dealer object (or the banker object) relative to a playerwhen chips are given in the broader sense (an action irrelevant to agame winner or loser).

The dealer object (The banker object) change means 53 monitors anelapsed period of time of a game by the dealer object and carries outcontrol or the like by sequentially changing a current dealer object toanother dealer object (or a current banker object to another bankerobject) in response to the elapsed period of time. In the presentembodiment, an identical dealer object (or an identical banker object)is periodically generated by cyclically changing a plurality of dealerobjects (or a plurality of banker objects) in response to an elapsedperiod of time. In addition, at this time, information on chipsdelivered to a dealer object (or a banker object) is maintained until atleast all the dealer objects(or all the banker objects) have made oneround.

Types of dealer objects (or Types of banker objects) targeted to bechanged by the dealer object (the banker object) change means 53 willnow be described by way of specific examples of various dealer objects(or banker object).

FIGS. 8A to 8D are views showing examples of a plurality of dealerobjects (or banker object) set as defaults. In this example, threedealer objects (or banker object) 3A, 3C, and 3D are shown that simulatewomen and one dealer object ( or banker object)3B is shown thatsimulates a man. For these dealer objects (or banker objects) 8A to 8D,a variety of the dealer object control parameters (or a variety of thebanker object control parameters), such as characteristic parametersindicating various characteristics (such as cool, friendly, attractive(only for objects simulating women)), for example, are set inassociation with a dealer object ID (or a banker object ID). Each dealerobject (or Each banker object) is controlled by the dealer object(orbanker object) operation control means 52 so that different actions orwords, for example, are generated in response to characteristics andother situations (the amount of chips or progress of a game). Inaddition, these dealer objects (or these banker objects) 3A to 3D arechangeable to other dealer objects (or other banker objects) which maybe registered aside from the defaults (initial settings) by means of anoperation of a user (such as an equipment administrator or arcademanager), and the sequential order of change of the dealer objects (thebanker objects) can also be changed.

Further, the dealer object (or the banker object) change means 53 has afunction of displaying a customization screen for selecting acombination of change elements while objects associated with dealerobjects (or banker objects) such as dealer object (or banker object)characteristics, face, hairstyle, color of hair, clothing type, clothingcolor, and accessories and parameters such as characteristics and voiceare defined as change elements, and then, changing the change elements,based on the information selected on the screen (function of changingimage or speech (voice) of a dealer object (or a banker object)). Byusing that function, for example, as shown in the examples shown inFIGS. 9A to 9D, a user can freely customize a dealer object (or a bankerobject). Examples of the dealer objects (or the banker objects) 3D(1) to3D(4) shown in FIGS. 9A to 9D are equivalent to an example ofcustomizing the dealer object (or banker object) 3D shown in FIG. 8D.

The effect processing means 54 carries out a variety of effects relativeto the player in response to the number of chips in a game and carriesout effect processing that is responsive to a time interval such as noonor night. For example, in a scene in which a player gives chips to adealer object (or a banker object), on a play field (a virtual playspace) displayed on the second display part 10 (on a field image), theeffect processing means carries out effect processing for displaying animage simulating how chips fly from the front side of a player to thefront side of a dealer object (a banker object) displayed on the firstdisplay part 110. In addition, this means carries out effect processingfor automatically changing clothing of a dealer object (a banker object)in response to a time interval such as noon or night. Further, thismeans carries out specific effect processing by selecting parameterssuch as the facial expression or voice of a dealer object (a bankerobject) relative to the player in response to a favorable impression orwords that are different from those set as defaults from a word table(not shown) stored in advance, thereby changing words, for example, oralternatively, by means of image, voice, and sound effect orillumination light control or the like.

As effect processing that is responsive to the favorable impression of adealer object (or a banker object) for a player, for example, with ahigher favorable impression, the action of the dealer object (or abanker object) is changed from a business-like demeanor to a friendlydemeanor. In addition, immediately after the dealer objects have beenrotated once by the dealer object (or the banker object) change means53, a music item request right is given to a player operating anoperating part that gives the largest number of chips to a dealer object(or a banker object), as shown in FIG. 8A, for example (a player havingthe highest favorable-impression rank). The effect processing means 54carries out a process of displaying a screen for selecting a requestablemusic item on a second display part 10 of the terminal 120, for example(or on a first display part 110), and then, supplying the correspondingmusic item as BGM (Back Ground Music) from a voice output part 111 whilea dealer object or a banker object is changed to the next dealer objector the next banker object (or in a game conducted by the next dealerobject or the next banker object), based on the music item informationselected on the selection screen.

This effect processing means may carry out effect processing for storingan image table that corresponds to a selected music item in a storagepart and then display an image that corresponds to the music item (suchas a video image of dance suitable for jazz music, for example) on thefirst display part 110, based on the table information.

The chip information storage means 55 stores, in a storage part such asRAM, the number of chips delivered to a dealer object (or a bankerobject) by aligning the number of chips to the ID of the dealer object(or the banker object) and an operating part 20 (terminal ID).

The favorable-impression rank determining means 56 carries out a processof increasing the favorable-impression point of the dealer object (orthe banker object) relative to each player in response to the number ofchips or the progress of a game and then determines the rank (degree) offavorable impression of a dealer object (or a banker object) relative tothe player in response to the favorable-impression point.

The dealer object (or the banker object) operation control means 52mentioned previously executes a process of changing an action of thedealer object (or the banker object) in response to a range of favorableimpressions determined by the favorable-impression rank determiningmeans 56. In addition, the effect processing means 54 executes effectprocessing responsive to a rank of favorable impression, for example, sothat a player with a higher rank of favorable impression can obtain theright of requesting the BGM mentioned previously by supplying, as BGM,the music item requested by the player who has obtained the requestright. For example, assuming that the ranked sensitivities “f” of fiveplayers are “0”, “2”, “3”, “3”, and “5”, the probabilities that each ofthe players can obtain the right of selecting a music item are “0”,“2/13”, “3/13”, “3/13”, and “5/13” (where the denominator is the sum ofthe rank values of the sensitivities), and the right of selecting amusic item is determined depending on these probabilities. In otherwords, the probability of obtaining a right is varied in response to thesensitivity of the dealer objects (or the banker objects) relative toplayers, whereby a player with a higher range of favorable impressioncan obtain the right of selecting music items or the like.

With chips that are employed for dealer object (or banker object) actioncontrol or effect processing, in the present embodiment these areindependent of the main game, and a player can pay these chips to adealer object (or a banker object) at an arbitrary time under apredetermined condition. For example, every time “one” chip is deliveredto a dealer object (or a banker object), the favorable-impression pointrelative to that dealer object (or banker object) is increased by “1”.In addition, in the case where a player has won a game, or in the casewhere a player has not participated in a game, the favorable-impressionpoint is decreased in a predetermined amount in accordance with eitherof these cases.

The favorable-impression rank determining means 56 determines the rank“n” of sensitivities of a dealer object (6 stages offavorable-impression rank where “n”=0 to 5 in the present example)relative to a player in response to the value of a favorable-impressionpoint corresponding to the number of chips passed from a player to adealer object. For example, the favorable-impression rank is set to “3”if the favorable-impression point is within the range of “25” to “50”,for example, based on information contained in a favorable-impressiontable indicative of the relationship between the range offavorable-impression points and the favorable-impression rank, as shownin FIG. 10. In the example shown in FIG. 10, in the case where thefavorable-impression point is MAX “100”, the favorable-impression rankof a dealer object relative to a player is the highest, thus disablingfurther acceptance of chips from the operating part relative to thedealer object (or the banker object).

In addition to the foregoing description, even in the case where anacceptance of chips has occurred from the operating part relative to thedealer object (or the banker object), a process may be carried out suchthat the favorable-impression point corresponding to the number of chipsis limited to a maximum of “100”.

Further, in the present embodiment, a plurality of players canparticipate in a gambling type game between a plurality of dealerobjects (or a plurality banker objects) (dealer objects (or bankerobjects) that are sequentially changed) and the players. Thus, eachdealer object (or banker object) may have a higher favorable-impressionpoint in comparison with each player. The dealer object (or The bankerobject) operation control means 52 controls a dealer object (or a bankerobject) action so that a player that is judged to have afavorable-impression rank that is the highest (a player who has won themost chips) gains an advantage in the game. Therefore, even when oneplayer gives chips to a dealer object who has not given chipspreviously, another player can still gain an advantage in the game.

FIG. 11 is a schematic view showing a method of changing a dealer object(or a banker object) and a mode of exchanging chips between a pluralityof players and a plurality of dealer objects (or banker objects). Asshown in FIG. 11, the dealer objects (or the banker objects) 3A to 3Dthat rotate (circulate) at a predetermined elapsed period of time (every15 minutes in the present example) store sensitivities(favorable-impression ranks) responsive to the number of chips given(favorable-impression points) by players 7A to 7E. For example, in thecase where player 7A has first given one chip when the current dealerobject is dealer object (or banker object) 3A, the favorable-impressionpoint of dealer object (or banker object) 3A relative to player 7Aincreases by 1.

After that, in the example table shown in FIG. 10, thefavorable-impression rank of dealer object (or banker object) 3Arelative to player 7A increases from “0” to “1”. The number of chipsthat a player has given to a dealer is stored in a storage part, and thestored favorable-impression rank determined depending on the number ofchips is also maintained. In other words, even if no chip has been giventhereafter, the favorable-impression rank relative to player 7A when thedealer object (or the banker object 3A has reappeared is set to “1”.

The gaming value payout means 57 carries out a process of paying out thenumber of gaming values that are greater than or equal to the number ofbets, in the case where it is judged that a player has won in a gameexecution outcome.

Next, chip information stored in a storage part by the chip informationstorage means 55 will be described with reference to FIG. 12.

FIG. 12 is a schematic view showing one example of a method of storingchip information delivered to a dealer object. As shown in the figure,as information relating to each of the terminals 120(a) to 120(e), theterminal IDs (a) to (e) for specifying terminals (operating parts) arestored in a storage part. Dealer (Banker) information (dealer objectdata(or banker object data) and control parameters or link informationfor storing a part of these items of data) is stored as data 9 relatingto each dealer object (or each banker object), for example, inassociation with the dealer object IDs (A) to (D) used for specifyingdealer objects(or banker objects).

In the case where it is judged that chips have been delivered to adealer(or a banker) object (currently displayed dealer object or bankerobject) by operation of an operation part in any one of the terminalswith a terminal ID (a) to (e), the chip information storage means 55defines the number of delivered chips (favorable-impression pointscorresponding to the number of chips) as chip information 8, and thenstores the information in a storage part in association with the ID ofthe dealer object(or the banker object) and terminal ID. For example, inthe example of terminal (a) shown in FIG. 12, 11 chips are given from aplayer operating the operating part to the dealer (or banker) object(A), and one chip is given to dealer (banker) object (B). From theviewpoint of dealer (or banker) object (A), 11 chips are obtained fromthe player of terminal (a), and 25 chips are obtained from the player ofterminal (b). In that case, in the example of the table shown in FIG.10, the favorable-impression rank of terminal (a) for dealer (orbanker)object (A) relative to the player is set to “2”; thefavorable-impression rank of terminal (a) for dealer (or banker) object(B) relative to the player of terminal (a) is set to “3”; and thefavorable-impression rank relative to the other players is set to “0”.

In the present embodiment, based on the favorable-impression rankrelative to each player, the dealer object (or the banker object) isdetermined depending on the number of chips, as described previously,and the effect processing means 54 executes a process of generating aspecial effect in the game, or alternatively, the dealer object (or thebanker object) operation control means 52 executes a process ofcontrolling an operation of the dealer object (or the banker object),thereby generating a scene in which a player gains an advantage. Inaddition, in the present embodiment, chip information is stored afterbeing aligned between each dealer object (or banker object) and eachplayer (terminal), thus making it possible to change the reaction or thelike of the dealer object (or the banker object) relative to a specificplayer in response to the number of chips given to the dealer object (orbanker object) by that player, for example, changing the reaction orfacial expression in accordance with a player who has given more chipsto one dealer object(or one banker object).

These processing operations may be defined as modes to be carried outfor individual players without being associated with another player, oralternatively, may be defined as modes to be carried out for a playerwho has delivered the most chips among players who have participated ina game. Further, both of these modes may be determined depending on aparticular scenario. For example, in the case of executing a gamebetween a plurality of players and a dealer object (or a banker object)in parallel, each player operates an operating part and then controls anaction of the dealer object (or the banker object) for each individualplayer so that each player (or a player who has paid the most chipsrelative to the dealer object (or the banker object)) gains an advantagein a game in accordance with the number of chips provided to the dealerobject or the banker object (sensitivity rank). At that time, in thecase where the favorable impression is high, if a player has made a poorchoice, advice is given to the player in order to prompt the player torecheck their choice. In addition, if a player has lost as the result offollowing that advice, an image (and voice) is output indicating thatthe dealer object apologizes to that player.

Chip information 8 shown in FIG. 12 is maintained and stored even whenone gambling game with a dealer object terminates, and in the case wherechips are given to a dealer object in the next game, the number of chipsis added to. In addition, in the case where the current dealer object(orthe current banker object) has been changed to an identical dealerobject(or an identical banker object) after the dealer objects (thebanker objects) have made one round, the chip information 8 stored in astorage part is used as described previously.

Next, main processes in a game control part according to the presentinvention will be described with reference to the flowchart shown inFIG. 13. The processing operations that have already been described arethereby omitted, or alternatively, are only briefly described hereafter.

Among data on a plurality of dealer objects stored in a storage part, agame control part 50 controls a first display part 110 in order todisplay the video image 3 of one dealer object (one banker object), asshown in FIG. 1, based on any one item of data. In addition, this gamecontrol part controls a second display part 10 in order to display afield image responsive to the type of game to be executed, and startsthe game in accordance with the dealer object (the banker object) (stepS1).

Subsequently, the game control part 50 starts bet acceptance (step S2);judges whether or not a player has participated in a previous game basedon information on a game participation flag to be described later, withthe information being stored in response to an operating part 20 (stepS3); and enables chip acceptance from the operating part 20 in the casewhere the judgment result is affirmative. In other words, the playerhaving participated in the previous game can deliver chips to a dealerobject (or a banker object) prior to betting gaming value. This isbecause a player having won the previous game is allowed to challengefor a new game after giving chips as an acknowledgment of thanks (stepS4).

In step S4 and step S14 (in a game) to be described later, in the casewhere it is judged that an operation of giving chips to a dealer object(or a banker object) has been made, the chips are displayed so that theyare moved as a moving object on a field image 4 from the side of theoperating part 20 to the direction in which a dealer object (or a bankerobject) is displayed. In addition, the number of chips delivered to adealer object is stored in a storage part in association with the ID ofthe dealer object (the banker object) and an operating part 20 (terminalID). Furthermore, in the present embodiment, based on the inputinformation for operating chips from a chip button 24 of the operatingpart 20, it is judged whether or not the operation of giving chips to adealer object has been made. In the case where the judgment result isaffirmative, as shown in FIG. 14, an effect is rendered such that thechips (chip image 5B) fly from the front side of a player (P1 positionin FIG. 14) to the front side of a dealer object (or a banker object)(P2 position in FIG. 14) on the table surface (on the field image 4). InFIG. 14, an example is shown where a player, having taken a seat at theright-most terminal, has delivered chips to the dealer object (thebanker object).

An image 9 shown in FIG. 14 shows an example in which the shape of a betspot displayed on a table has been changed according to afavorable-impression rank (6 stages from 0 to 5 in the present example).

A game control part 50 clocks the time after bet acceptance has beenstarted in step S2, and terminates bet acceptance if a predeterminedperiod of time has elapsed (step S5). In the case where it is judgedthat no player has participated in a previous game in step S3, it isthen judged whether or not a bet operation has been made by a playerbased on operational input information from a betting unit 23 of anoperating part 20 (step S6). In the case where it is judged that a betoperation has been made, the current step reverts to step S4 in whichchip acceptance from the operating part 20 is enabled. Conversely, inthe case where it is judged that a bet operation has not been made instep S6, chip acceptance is disabled (step S7).

The game control part 50 then judges whether or not a bet time haselapsed (step S8). In the case where it is judged that the bet time haselapsed, the current step reverts to step S5 in which bet acceptance isterminated. The player who has not participated in the previous game isnot allowed to deliver chips unless betting is carried out in order toprevent an occurrence of a situation in which the player cannotparticipate in a game because chips are given and are mistaken as a bet.

Upon terminating bet acceptance, the game control part 50 judges whetheror not a bet operation has been made within a bet time (step S9). In thecase where a main game with the players (a maximum of five players inthe present example) is started, it is judged that a bet operation hasbeen made by a player, it is judged that the player has participated ina current game; a game participation flag is set to ON, with the flagcorresponding to the operating part 20 (terminal ID) at which the betoperation has been made. The player who has participated in a game cangive chips to a dealer object (or a banker object) at any timeindependent of the main game.

Hereinafter, as an example of the main game, a description will beprovided by way of example of the execution of a game of blackjack.First, the basic rules of blackjack will be generally described.

In the game of blackjack, a one-to-one play is carried out between adealer object (dealer or banker) and a player. The player is determinedto be a winner if a total of two firstly delivered cards and additionalcards that the player is allowed to draw are greater than that of thedealer object (the banker object) without exceeding 21. At that time,the dealer object (the banker object) draws cards until a predeterminedvalue (17, for example) or more has been reached. As a numerical valueat the time of summing up the cards, “2 to 10” cards are numericallycounted as they are; picture cards (J, Q, K) are counted as “10”; and anA (ACE) card is conveniently calculated as either of “1” or “11”. If thecounted total value of the cards delivered exceeds 21, a bust (BUST)occurs, and a player is determined to be a loser at that point in time.With respect to betting money, a player determines an arbitrary numberof bets by operating the bet number determining means (betting unit 23shown in FIG. 3). When the player has won a game, the bet money isdoubled. If the player has lost, the bet money becomes 0. If the resultis “draw”, the bet money is kept unchanged. If the total value of thedelivered card has reached “21”, it is referred to as “blackjack.” Ingeneral, a payment that is 2.5 times higher than usual can be obtainedin that instance. However, in the present embodiment, a player executesa sub game, to be described later, in which the game contents changeaccording to the favorable impression of a dealer object (or a bankerobject) relative to the player, making it possible to obtain a paymentthat is 2 to 21 times higher than usual, for example, according to thegame outcome. At that time, the operation of a dealer object (or abanker object) is controlled so that a high payment can be obtainedaccording to a favorable-impression rank.

The flow of a “blackjack” game and a sub game will now be described withreference to the flowchart shown in FIG. 15.

A game control part 50 generates an image indicating that a dealerobject (or a banker object) delivers cards to each participant in agame, and causes a display part to display the image. At that time,using both the display surface of a first display part 110 and that of asecond display part 10, an image of the dealer object's (or the bankerobject's) hands is displayed so that the hands move from a display areaof the first display part 110 to that of the second display part 10,thereby displaying an image that can be seen to appear as if a dealerobject (or banker object) actually delivered cards onto the table (stepS21). When the first card delivery has been competed, the game controlpart 50 judges whether or not there exists a player who has establisheda specific winning combination (blackjack in this example) (step S22).

In the case where it is judged that no blackjack player exists in stepS22, turn processing of each player is executed for game participantssimultaneously in parallel. During a player turn, the player selectsHIT, STAND, DOUBLE DOWN, or SPLIT by way of operation of the operatingbuttons provided at the operating part 20 (game buttons 21 shown in FIG.3). If the counted total value of the cards exceeds 21 during the playerturn, it is judged that the player is a loser (bust) at that point intime (step S23).

During the dealer object (the banker object) turn, a first display part110 displays an image indicating how the dealer object (the bankerobject) repeats the process of drawing cards on a one by one basis untila predetermined value or more has been reached (step S24). When theplayer and dealer (or banker) object terms terminate, the game controlpart 50 judges whether a player has won or lost, based on the basicrules described previously, stores the game result, and reverts to stepS12 shown in FIG. 13 (step S25).

In the case where it is judged that there exists a player who hasestablished a specific winning combination in step S22, the game controlpart 50 successively executes a plurality of sub games such that thecurrent game proceeds to a next sub game in response to the result ofexecution of the sub game. In that sub game, the game control part 50controls the play of the dealer object (the banker object) in the subgame so that the probability that the amount of gaming values to be paidback to a player increases in response to the number of chips given tothe dealer object (the banker object), for example.

Various types of sub games will now be described.

FIGS. 16A to 16C are schematic views showing examples of the sub gamesaccording to the present invention. In this example there exists a firstsub game (hereinafter, referred to as a “bonus dart”) G1 using diceobjects simulating dice, as shown in FIG. 16A; and a second sub game(hereinafter, referred to as a “million dart”) G2 using a dart objectsimulating a dart, as shown in FIG. 16B. If a specific condition is metin the second sub game (in this example, if a dart object has shot thecenter of a dartboard object simulating a target (dartboard)), the gamecontrol part 50 processes the subsequent main game as a bonus game by apredetermined number of times (three times in this example).Hereinafter, a mode in which a main game is processed as a bonus game isreferred to as a “Nailed Ace”.

In the “Nailed Ace”, the game control part 50 controls the probability(and payment) that a winning combination having a high winning rate isestablished, and increases it so that the player gains an advantage inthe game. In this example, during the Nailed Ace, as shown in FIG. 16C,an image G3 is displayed with the image simulating a state in which acard object simulating an A (ACE) card has been fixed on a field imageby “n” number of dart objects indicative of the number of bonus games.In a main game, a video image indicating that a second card andsubsequent cards are delivered is displayed in a state in which a firstcard delivered to a player is fixed to the A. Then, when the first gameterminates, in the case where a player has lost (or the dealer or bankerhas win), in the image G3 shown in FIG. 16, the current image is changedto an image indicating that one dart object has been removed from thecard objects described previously, and then the next bonus game isexecuted until the number of dart objects has become “0”. Hereinafter,the flow of sub games in step S26 and subsequent steps will bedescribed.

In a “Bonus Dice”, the game control part 50 displays on each of thefirst display part 110 and the second display parts 10 an imageindicating that a dealer object (or a banker object) has thrown diceobjects toward a player. Then, while magnifications (for example,duplication, triplication, quintuple) preset on the top surfaces of thedice having stopped on a field image are defined as firstmagnifications, the first magnifications are stored in a storage part inassociation with the player who operates an operating part of aterminal. In addition, in the case where the top faces of the dicehaving stopped on the field image indicate specific contents (“DARTS” inthis example), in the case where a favorable-impression rank is greaterthan or equal to a reference value, or alternatively, in the case wherethe current game mode is in the “Nailed Ace”, the dice object texturesare changed; gold dice of which dice colors have been changed may bedisplayed; and the probability of extending to a “million darts” is, forexample, 3 times higher than usual. In the present embodiment, anoccurrence percentage of gold dice is increased by 5% every time thefavorable-impression rank is increased by 1, and in the case where golddice have occurred, a probability of extending to a million darts is,for example, 3 times higher than usual. Then, based on that probability,it is determined whether the current game mode is extended to themillion darts or the current step is reverted to step S12 withoutextending to the million darts (step S26).

In the case where it is determined that the current game mode isextended to a million darts, the game control part 50 displays, on thefirst display part 110, an image G2 of a dartboard object simulating atarget (dartboard), as shown in FIG. 12B, and displays an imagesimulating a state in which a dealer object casts a dart object. Then,while magnifications (for example, duplication, triplication, quintuple,sevenfold, 21fold) preset at a part at which a dart object has been shotat are defined as second magnifications, the second magnifications arestored in a storage part in association with a player who operates anoperating part of a terminal. In addition, in the case where a dartobject has shot the center of a dartboard object, the current game modeis reverted to the Nailed Ace (step S27). After that, the game mode isset at the Nailed Ace mentioned previously, and then the current step isreverted to step S12 (step S28) so that the subsequent main games areprocessed as bonus games by a specified number of times.

In this manner, in a sub game, the probability of proceeding to the nextsub game is increased and the amount of payment is increased in responseto the number of chips given to the dealer object (or the banker object)(favorable-impression rank determined depending on the number of chipsin the present example).

Upon termination of the game processing in step S11 of FIG. 13, in thecase where a sub game is not executed, the game control part 50 executesa process of paying back gaming values at a reference payment (forexample, the amount of payment that is twice as high as the amount ofbetting money) for a player who has won against the dealer object (orthe banker object). For a player who has lost against the dealer object(or the banker object), the bet money is forfeited to the dealer object(or the banker object). However, in the case where a Nailed Ace isfurther established in a sub game in the bonus game state, the gamecontrol part 50 executes a process of resetting bet money, and thenpaying back the gaming values to the player. If a sub game is executed,this game control part 50 executes a process of establishing a paymentto the player, and then pays back gaming values at the determinedpayment level (a payment of 2 to 21 times in the present example), onthe basis of the first magnification of the payment stored in thestorage part or from the first and second magnifications (step S21).

When the payment process terminates, the game control part 50 judgeswhether or not a player has won in a game with a dealer object (or abanker object) (step S13). In the case where it is judged that theplayer has lost the game, the favorable-impression point is keptunchanged. In the case where it is judged that the player has won, thefavorable-impression point is decreased by “1” (step S14), andthereafter, the game with the player (participant) is terminated (stepS17).

Conversely, in the case where it is judged that a bet operation has notbeen made within a betting time limit in step S9, it is then judged thata player having taken a seat at that terminal has not participated in acurrent game, chip acceptance is disabled, and a state of waiting for anext game is established (step S15). In addition, the number of chipsstored in a storage part in association with the dealer object ID andterminal ID (number of chips=favorable-impression point in the presentexample) is decreased by “10” (step S16). After that, the current stepproceeds to step S17 in which the end of the game is established.

When one game terminates, the game control part 50 judges whether or nota predetermined period of time has elapsed in a game conducted by thedealer object (the banker object) (step S18). In the case where thejudgment result is negative, the current step reverts to step S1 inwhich the next game is started by the same dealer object (or the samebanker object). Conversely, in the case where the judgment result isaffirmative, the game control part executes a process of changing thecurrent dealer object (or the current banker object) to another dealerobject (or another banker object). The favorable-impression point of adealer object before being changed is stored in a storage part until thedealer object (or the banker object) has next reappeared (in thisexample, the dealer object (or the banker object) reappears 45 minuteslater in accordance with a rotation of four dealers (or four bankers)that are changed every 15 minutes). In addition, the above-detailedcontrol part executes a process of changing the display of afavorable-impression point (and favorable-impression rank) on the seconddisplay part in accordance with a change of dealer object (or bankerobject) (step S19). After that, the current step reverts to step S1 inwhich a game conducted by the dealer object after being changed isstarted.

Other Embodiment

While, in the foregoing embodiment, an equipment configuration wasemployed such that multi-terminal operating parts are arranged adjacentto each other, and a description was provided by way of example of agame apparatus that is played in a state in which one player exists inclose proximity to another player, the configuration of the gameapparatus is not limited thereto. For example, an embodiment may beapplied such that a plurality of game apparatuses are interconnected soas to be communicable in either a wired or wireless manner, and eachplayer operates an operating part of a game apparatus in order toexecute the game mentioned previously. Hereinafter, a configuration ofthe latter game apparatus that achieves this embodiment will bedescribed.

FIG. 17 is a block diagram depicting another example of a configurationof a game apparatus according to the present invention in associationwith FIG. 5 and FIG. 6. Like constituent elements are designated by likereference numerals and any duplicate description is hereby omitted.

The game apparatus 100A shown in FIG. 17 further includes a wirelesscommunication part 37 in comparison with the configuration of the gameapparatus shown in FIG. 5 and FIG. 6. The wireless communication part 37is connected to an interface circuit 27.

This wireless communication part 37 has a function oftransmitting/receiving data utilized for the game processing describedin the previous embodiments or for transmitting/receiving any otheritems of data to/from another wireless communication part 37 of anothergame apparatus 100A having a similar configuration.

At that time, by providing a short distance wireless communicationfunction for making wireless communication that conforms to the wirelessLAN standard of IEEE802.11, the IrDA standard for making communicationutilizing infrared-rays, or the Bluetooth standard (Bluetooth:Registered trademark of US Bluetooth SIG., Co., Ltd.), wirelesscommunication with a game apparatus 100A having another wirelesscommunication part may be carried out.

By providing wireless communication units that conform to thesestandards, the wireless communication part 100A can transmit specifieddata to another game machine. Thus, the same game can be executed by aplurality of game apparatuses 100A by making communication with at leastone other game apparatus 100A. In that case, there is no need to provideone game apparatus 100A with a plurality of terminals. Therefore, asshown in FIG. 17, the present invention can be applied to a gameapparatus in which only one operating part 20 is provided and a voiceoutput part 20 b for terminals (and a coin processing part 20 a) is notprovided.

Further, by implementing a protocol such as TCP/IP (Transmission ControlProtocol/Internet Protocol), the game apparatus 100A enablescommunication with an external communication network via a wirelesscommunication part 37. Furthermore, by making communication with anothergame apparatus 100A via an external communication network, it ispossible to execute the same game on a plurality of game apparatuseswithout being limited to the location in which these game apparatusesare actually placed.

The game image display mode is similar to that of the foregoingembodiments, wherein a dealer object (or a banker object) is displayedon a first display part of each game apparatus 100A, and a field imageor the like simulating a play field (a virtual play space) is displayedon a second display part. At that time, a mode of displaying a playfield (a virtual play space) of each player may be established, and amode of displaying a player's own play field may be established. Inaddition, one display may be screen-divided into two sections, and thena first divisional area may be defined as a first display part and asecond divisional area may be defined as a second display part, wherebyimage processing may then be carried out.

The above configuration may be further amended, whereby, as in theforegoing embodiments, it becomes possible to change a dealer's (or abanker's) action or facial expression in response to a player who givesmore chips to one dealer. In other words, it becomes possible to changean action or the like of the dealer (the banker) relative to a specificplayer in response to the number of chips received by the dealer (thebanker) from that player. In comparison with the foregoing embodiment,an advantageous effect may be obtained in that a player can give(deliver) chips to a dealer (or a banker) without worrying about anotherplayer, and further, a player may give chips so as to have an advantageover another player.

In addition, while, in the foregoing embodiments, a game executed on agame apparatus was described by way of example of a card game, inaddition to the card game, a game apparatus can be provided such as thatwhich executes a gambling type game with a dealer object simulating avariety of casino games such as Sic bo, roulette or Big Six.

Up until now, the present invention has been described by way of theforegoing embodiments. While the present invention has been described byshowing specific examples, it should be apparent to those skilled in theart that various modifications and alterations can be made to thesespecific examples without departing from the broader spirit and scope ofthe invention defined in the appended claims. In other words, it shouldnot be construed that the present invention is limited by the detailedspecific examples and the accompanying drawings included herein.

1. A game program embodied on a computer-readable information storage:medium for a game apparatus comprising a control part, a storage partand an operating part operated by a player, wherein said game programconfigured to cause said game apparatus to operate to implement as: afirst means that generates an image simulating a dealer and a playfield; a second means for determining a bet number of a particulargaming value; a third means that executes a gambling type game in whicha predetermined number of gaming values have been bet between the playerand the dealer when input information on the bet number has beenprovided from the second means; a fourth means for giving a chip to thedealer; a fifth means that stores the chips corresponding to the dealerin association with each other, based on the input information from thefourth means; a sixth means that determines a favorable-impression rankcorresponding to the stored chips and controls a behavior of the dealerin response to the rank; and a seventh means that pays back a gamingvalue when it is judged that the player has won in the gambling typegame.
 2. A game program embodied on a computer-readable informationstorage medium for a game apparatus comprising a control part, a storagepart and an operating part operated by a plurality of players, whereinsaid game program configured to cause said each operating part tooperate to implement as: a bet number determining means for determininga bet number of a particular gaming value; and a chip giving means forgiving a chip to a dealer; and further wherein said game programconfigured to cause said control part to operate to implement as: afirst means that generates an image simulating the dealer and playfield; a second means that executes a gambling type game in which apredetermined number of gaming values have been bet between the playerand the dealer when input information on a bet number has been providedfrom any said bet determining means; a third means that stores theoperating part corresponding to the chip giving means and the chipscorresponding to the dealer in association with each other when inputinformation has been provided from any said chip giving means; a fourthmeans that references a favorable-impression rank corresponding to thechips stored in the chip information storage means and controls abehavior of the dealer in response to the rank; and a fifth means thatpays back a gaming value to each of the players when it is judged thatany of the players have won in the gambling type game.
 3. The gameprogram as claimed in claim 2, wherein the dealer is made up of aplurality of dealers, and the game program configured to cause saidcontrol part to operate to implement as: a sixth means that changes oneof the plurality of dealers to another dealer when a predeterminedperiod of time has elapsed.
 4. The game program as claimed in claim 2,wherein said third means is further made to function as a seventh meansthat maintains storage of the chip information until at least one of thedealers is displayed on a display means after one dealer has beenchanged to another dealer.
 5. The game program as claimed in claim 2,wherein the sixth means is made up of a favorable-impression tableindicative of a correlation between the chips given from the chip givingmeans, the favorable-impression rank corresponding to the chips, andbehavior control of the dealer, and wherein an operation of the dealeris controlled based on the favorable-impression table.
 6. A gameapparatus that comprises a control part, a storage part, and anoperating part operated by a player, said game apparatus furthercomprising: a first means that generates an image simulating a dealerand a play field; a second means for determining a bet number of aparticular gaming value; a third means that executes a gambling typegame in which a predetermined number of gaming values have been betbetween the player and the dealer when input information on the betnumber has been provided from the second means; a fourth means forgiving a chip to the dealer; a fifth means that stores the chipscorresponding to the dealer in association with each other, based on theinput information from the fourth means; a sixth means that determines afavorable-impression rank corresponding to the stored chips and controlsa behavior of the dealer in response to the rank; and a seventh meansthat pays back a gaming value when it is judged that the player has wonin the gambling type game.
 7. A game apparatus that comprises a controlpart, a storage part, and an operating part operated by a player, eachof said operation parts having: a bet number determining means fordetermining a bet number of a particular gaming value; and a chip givingmeans for giving a chip to a dealer, said control part having: a firstmeans that generates an image simulating the dealer and play field; asecond means that executes a gambling type game in which a predeterminednumber of gaming values have been bet between the player and the dealerwhen input information on a bet number has been provided from any saidbet determining means; a third means that stores the operating partcorresponding to the chip giving means and the chips corresponding tothe dealer in association with each other when input information hasbeen provided from any said chip giving means; a fourth means thatreferences a favorable-impression rank corresponding to the chips storedin the chip information storage means and controls a behavior of thedealer in response to the rank; and a fifth means that pays back agaming value to each of the players when it is judged that any of theplayers have won in the gambling type game.
 8. A control method ofcontrolling a game apparatus that comprises a control part, a storagepart, and an operating part operated by a player, said method causingthe game apparatus to execute the steps of: a first means generating animage simulating a dealer and a play field; a second means determining abet number of a particular gaming value; a third means executing agambling type game in which a predetermined number of gaming values havebeen bet between the player and the dealer when input information on thebet number has been provided from the second means; a fourth meansgiving a chip to the dealer; a fifth means storing the chipscorresponding to the dealer in association with each other, based on theinput information from the fourth means; a sixth means determining afavorable-impression rank corresponding to the stored chip andcontrolling a behavior of the dealer in response to the rank; and aseventh means paying back a gaming value when it is judged that theplayer has won in the gambling type game.
 9. A method for controlling agame apparatus comprising a control part, a storage part and a pluralityof operating parts operated by each of a plurality of players, whereineach of operating parts is controlled to implement as: a bet numberdetermining means determining a bet number of a particular gaming value;and a chip giving means giving a chip to a dealer; and further, saidcontrol part is controlled to implement as: a first means generating animage simulating the dealer and play field; a second means executing agambling type game in which a predetermined number of gaming values havebeen bet between the player and the dealer when input information on abet number has been provided from any said bet determining means; athird means storing the operating part corresponding to the chip givingmeans and the chips corresponding to the dealer in association with eachother when input information has been provided from any said chip givingmeans; a fourth means referencing a favorable-impression rankcorresponding to the chips stored in the chip information storage meansand controlling a behavior of the dealer in response to the rank; and afifth means paying back a gaming value to each of the players when it isjudged that any of the players have won in the gambling type game.